Mod announcement: M&B Tweak Mod

Should I continiue to expand and improve this mod?

  • Yes, I can see it becoming great in the future!

    Votes: 0 0.0%
  • No, I don't think there's anything else to do.

    Votes: 0 0.0%
  • No, this mod is not worth it.

    Votes: 0 0.0%

  • Total voters
    0
  • Poll closed .

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elMerda

M&B Tweak Mod
Mod Announcement / Information

:grin: Hi there, this is / will be my first mod to M&B, so play nice.
There were so many things that I wanted to change about M&B, so here's the result.

Features
- All new Sargoth town / square
- Marnid and Borcha receive additional gold & experiance after every battle.
- New character classes: Fighter-woman (courtlady), Vagabond, Peasant (nun), Farmer (priest)
- If you loose a battle in the arena, new dialog comes up for Xenria.
- Fee system: If you are Vaegir or Neutral, you will have to pay before entering Sargoth.
- Old horse types/attributes
- Rusty warhorses / chargers :smile:
- Manhunters are now attackable for all slaughtering pleasure :twisted:
- Vaegir Skirmishers can now level into "Vaegir Horse archers" and then "Vaegir heavy horse archers" and "Vaegir master horse archers".
- Swadian Skirmishers can now level into "Swadian horse archers" and then "Swadian heavy horse archers" and then "Swadian master horse archers".

Future things planned:
- Fee system added to Reyvadin
- New Reyvadin town / square
- Texture "fixes" (horse reigns, etc)
- Add ADDITIONAL character classes rather than replacing the Court-lady/Nun/Priest. (Yes people, i'm lazy)
- New dialogs/charaters around Reyvadin / Sargoth / Zendar
- Attackable peasants / refugees (new dialog)

Please tell me what you think so far, or discuss. I plan to add other things as I learn how.
 
Sounds cool. Are you using the python scripts or the unofficial editor?
Why do the Swadians get more horse archer upgrades though?
 
I am using the Unofficial editor.

:???: The Vaegir's do get the same horse-archer upgrades as the Swadian's, i'll just add that now.
 
Not bad things, but why so many character classes? They become useless after a bit of playtime.

But fighter-women might be good, base it on squire! :wink: Ok i probably will do it myself now that i thought about it...

*sighs*


EXP/Gold for heroes, this should be in EVERY mod.

Ok Fee system... i would just visit the other towns, if there isnt anything special in sargoth.

New dialogs, always good if they goes belong the old ones and add to the atmosphere.

Manhunter/Peasants attackable, is good, i have that added too :wink:
 
Not bad things, but why so many character classes? They become useless after a bit of playtime.

I plan to add extra quests, were your character class will actually mean something. Not for definate though.

Ok Fee system... i would just visit the other towns, if there isnt anything special in sargoth.

I plan to add the features to ALL faction towns (say, if you were Swadian you couldn't visit a Vaegir town without paying). Plan, though...I'm not sure if I can do it in one swift, simple code. Phhhht, gives me headaches thinking about it.
 
Out of curiosity, how did you implement the "Marnid and Borcha receive additional gold & experience after every battle" feature? Just wondering if you possibly came up with a better method than I did.
 
@Janus if you mean me i just copied your thing, edited it to add my own heroes and enjoyed your fine pionier work! :wink:
 
I'm rather new to modding, so i'm not sure if it's the best way or not (and excuse my poor way of explaining things, here)

If main party has troop (Marnid, Borcha)

Troop add gold [register] *insert number of denars here*
Add xp to troop [register] *insert number of experiance here*

*Here I added a new string*

Display message [string]

They get the same amount of experiance and gold after every single battle, though. Even if they've fought a massivley rich party. The experiance is added on with the normal experiance that they get from killing units (i'm actually not to sure if it's overridden or anything :???:)

I love the unofficial editor, makes things easier... :grin:

Anything else you would like to know?

And pardon me for not knowing, I did not know that you had made the same idea / method *shakes head* :sad:
 
Janus way actually takes into account the size of the defeated party, which is better, even if due to a game bug it isn´t always be able to calculate the size correctly :wink:
 
Janus way actually takes into account the size of the defeated party, which is better, even if due to a game bug it isn´t always be able to calculate the size correctly

:grin: I would never had known how to do it myself, brilliant (and extremley handy seems Marnid and Borcha are peasants)

:roll: I can never distinguish "more than" and "less than" (< >)
 
elMerda said:
Janus way actually takes into account the size of the defeated party, which is better, even if due to a game bug it isn´t always be able to calculate the size correctly
:grin: I would never had known how to do it myself, brilliant (and extremley handy seems Marnid and Borcha are peasants)
Yeah, that's why I was asking, wondered how you had done it or if you'd figured a better way. I wouldn't have cared if you'd used my method, I released the source of my mod just for such purposes.

The way I implemented it, it tends to generally get the amount right based on the number of enemies defeated. I actually have a better way that would determine the exact number of enemies defeated, but the operation used to do that (store_enemy_count, used in mission templates) is bugged in .711 and doesn't return a correct number. Ah well. Maybe it'll be fixed in the next version of M&B and I can switch back to the precise method. :smile:
 
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